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Ability Order

Introduction

Hey there, you curious Oriannalover!
I am Jochnes, playing League of Legends over 6 years now! Orianna is one of my most played champions and I had a lot of success in competetive with her. I am hyped for the incoming buffs (according to pbe server and rioters: Command: Dissonance will have 7 instead of 9 seconds cooldown) so I decided to make a Guide about her!
Please always read the text before watching the videos later on, otherwise it won't make sense :D

Pros and Cons

Pros

wave clear and roam potential+ high impact in teamfight+ Zoning and CC+ engage and disengage+ early push+ late game

Orianna can push lane at any point in game and has guranteed impact in teamfights via Command: Shockwave. She is very flexible with dmg, peel, engage and disengage.

✦ Manaflow Band
By damaging an enemy champion every 25 seconds you gain 25 permanent Mana and when reaching 250 you also get %missing bonus Mana reg.. There will be a display, showing Manaflow Band's cooldown on top of your ability bar. Try to hit an enemy with Command: Attack as it comes up.

✦ Scorch
On a 20 second cooldown you will deal extra magic damage on your next ability against an enemy champion. Orianna can use this everytime when it's off cooldown due to Command: Attack's high travel speed and low cooldown. If you think it's going to be a long game, I recommend Gathering Storminstead.

Sorcery & Inspiration Variation

Gathering Storm

✦ Gathering Storm
For long games it's definitely insane to get such amounts of AP every 10 minutes but right now the games are not too long. If that changes Gathering Storm will be a better option than it is right now. Orianna is really happy to get this though!

✦ Cosmic Insight
Overall it's pretty efficient since you get the 5% Cdr. from level 1 on. In addition you have less cooldown on Flash which gives more safety and depending on your second Summoner Spell, more kill pressure or even more safety . With blue buff or specific builds you will also reach 45% Cdr. in late game.

Core Items

Doran's Ring
Start with this if you don't chose to take Time Warp Tonic as rune. Doran's Ring gives you good mana sustain for a long period of time, because you will sell it pretty late. It also makes your push stronger with the 15 AP and protects you from burst damage with it's 60 health. You can add Refillable Potion to it and also The Dark Seal if you got some gold left.

Corrupting Potion
Start with this if you chose to take Time Warp Tonic as rune which I am recommending. Orianna can force trades with Corrupting Potion and similar to Summon Aery it adds bonus magic damage to your auto attacks and abilities. It's a 3 second DOT that burns enemies, hitting them multiple times will only refresh the DOT not overstack it. Orianna's lane becomes insane with this, try to push and go base when your stacks on Corrupting Potion are gone.

Sorcerer's Shoes
Increases your damage against champions drasticly.
With Sorcerer's Shoes you deal 12% more magic damage against enemies with 33 Magic Resistance. With Oblivion Orb it will be true dmg instead of 25% reduced.

Mercury's Treads
Against enemies with a lot of CC Mercury's Treads are a reasonable choice, but don't build them for the Magic Resistance.
Rather go for Banshee's Veil if you are against a lot of magic dmg.

Morellonomicon
Build Oblivion Orb first and leave it with that for now. Build Morellonomicon after Rabadon's Deathcap as you build it only for the 15 magic penetration The AP gained from Rabadon's is much more valueable than the stats from Morellonomicon.
Only if the enemies have a lot of heals it would be worth to finish Morellonomicon early for the grivious wounds or if you don't have a lot of gold!

Rabadon's Deathcap Orianna has insane AP scalings so Rabadon's Deathcap is highly recommended. Even Command: Protect's shield scales with AP. It makes her wave clear very satisfying and allows her to get tempo for her team.

Void Staff
I don't think it's a go-to item anymore though it's still powerful. If the enemy team builds some magic resistance on everyone then it's probably worth it. If they build a lot of MR you should skip Oblivion Orb, go for Rabadon's Deathcap and then buy Void Staff as 3rd AP item.

Zhonya's Hourglass Seeker's Armguard can be build against physical damage dealing assasins though you don't need to rush for Zhonya's Hourglass!
Build it later because for early/mid game 45 armor should be enough.
If you get jumped on, you can use and activate Zhonya's Hourglass so your team can back you up after you damaged the enemy team.

Liandry's Torment
Great choice against tanks, since you deal %Max Health damage with it and also keep up the 10% extra damage buff on your abilities. Because of the slow from Command: Dissonance and the knock-up from Command: Shockwave Liandry's Torment's passive will deal doubled damage.

Mejai's Soulstealer
If you got 10 stacks on The Dark Seal and 1050 gold left, go ahead and buy Mejai's Soulstealer in Mid-game. It grants 10% movement speed 200 Mana and 70 AP which are good stats for now. If you manage to stack it up, it will become insane and it shouldn't be too hard to play safe as Orianna. Though if you don't want to risk anything because you are scared of their catch-comp, better buy a different item!

4. Roaming:
After pushing you should try to get pressure on the map, by using Warding Totem and Control Ward, spotting the enemy jungler in his or your own jungle and roaming!
If your allies pushed in one lane, you can run behind the tower and pressure them with Command: Attack they have to respect the ball. Poke them down with and . Go for Command: Shockwave when there is an opportunity otherwise, just push the tower and keep zoning with Command: Attack!

Mid Game

1. Objectives:
When going for tower pushes or Baron, use Command: Attack to hide the ball in a wall. You can suprise your enemies with that and get a quick off. Don't try too hard with it though.

2. Ability Usage
You can use Command: Protect on an ally that is engaging a fight to cast your abilities from his position. The range you get by this is much higher than from Command: Attack. Don't shield them before the start of a fight, since you may need it for yourself, not only the shield but also the ball.
Make clear for yourself, if you want to use Command: Dissonance or Command: Shockwave first after Command: Attack. Command: Dissonancefirst provides instant CC and makes it hard for enemies to run away from the incoming Command: Shockwave Command: Shockwavefirst has a delay but pulls all enemies hit together so that the following can be lined-up very good. The range is also bigger on it.
Wait for a good moment to use one these combos or create new combos for specific situations.

Late Game

1. Positioning:
Always try to stay atleast in max range of Command: Attack to your enemies and use walls or corners to get an advantage by controlling the area with and

2. Teamfights
It's not all about hitting the biggest Command: Shockwave ever but if you do it's obviously nice! Orianna also got DPS with Clockwork Windup and low cooldown of Command: Attack and Command: Dissonance (on 8.13 it will have 7 seconds without cdr.). Command: Protect can make one of your other carries very strong as Summon Aery adds up to the shield! You can even use Command: Dissonance on ADC so he goes crazy with the movement speed.
But when talking about Command: Shockwave here are the key points:
Always lookout for potential CC from your team to combo on it.
The enemy team will try to move as a unit, so there won't be fast movements, rather slow and obvious ones. Use that to your advantage as it will be easy to say where they go next!
Put down the Ball where you expect them to go and adjust with Command: Attack as the fight goes on. I call it the "Ball Trap"